godot-ui-control
Skill9 starsChanged 3 months agoMITView on GitHub
构建 Godot Control UI:anchors、containers、themes、焦点导航、响应式 HUD/菜单与可访问性。制作界面时使用。
1 other project uses a version of this.
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- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
Other versions1 project uses a version of this.
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- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
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In this repository15 other files it gives its agents.
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- godot-physicsSkill
- godot-resourcesSkill
- godot-shadersSkill
- godot-signals-groupsSkill
- godot-tilemapSkill
The file
Files
Godot UI / Control
- 结构布局优先 Container,anchors 表达相对父级的伸缩关系;不要同时用脚本和 Container 争夺尺寸/位置。
- HUD 通常放在
CanvasLayer;世界空间 UI 与屏幕 UI 分开。 - 样式集中在 Theme,局部 override 只用于例外;同一语义控件复用 type variation。
- 为键盘和手柄设置 focus neighbor、初始 focus 和返回路径;按钮触控目标留足尺寸。
- 文字要适应翻译、字体 fallback、长文本和窗口缩放;不要用硬编码空格对齐。
- full-rect 根 Control 使用零 offsets;
set_anchor_preset可能重置 offsets,先设 preset、再设边距并回读实际 anchors/offsets。长文 Label 开启 autowrap,否则最小尺寸会把 VBox/HBox 撑出视口。
先读 UI 树和当前 Theme。用 ui_manage(op="build_layout")、anchor/text 操作搭结构,用 theme_manage 创建和应用主题;anchor preset 不要与大量普通 set_property 混在同一批后仅凭 transient 返回值判断成功。运行后用 game_manage(op="get_ui_elements") 回读真实尺寸、可见性、文本和 focus。Control 的焦点/激活依赖 InputEvent,使用 input_key / input_gamepad;input_action 只设置 action 状态。手柄按下与释放之间保留游戏帧,再截图验证多分辨率布局。
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